Cocos2d-x如何用plist制作帧动画?更准确的说是一个plist文件读取创建多个帧动画,今天我们就来看Cocos2d-x用plist制作帧动画的实现过程。
       那么首先我们要用工具将多个帧动画生成一个plist文件(手写plist就太脑残了),且这个plist里面包含了多个帧动画信息,然后我们再到程序中去调用刚生成的plist,我用的工具是红孩儿工具箱,大家可以去下载用用,方正目前我要用的功能它是都有了。
       首先我们将所需的所有的单图片合拼为一张大图(切/拼图栏),然后保存导出.plist 即 PackSpr.plist,
        动画编辑栏,Root下绑定新图片Image,右键Image,名字命名为die,创建固定帧关键帧动画,这时候是单图片生成,查找图块,
        图片起始和图片结束为一个动画,数值是1而后连续值且图片名字后缀也要如此,第一个动画就弄好了保存die.plist,第二个动画也是同样做法,不过图片起始是上一个图片结束+1了再保存为walk.plist,
       我们想想,还是多个plist啊,是啊,其实我们还需要一个步骤才能只生成一个plist,那就是我们在生成2个动画文件plist的时候附带还生成了2个ani文件,只要将这2个ani文件合成一个plist即可,我们打开角色编辑一栏,在空白区域右键,创建新角色类,取名为RoleAni,添加新角色,也取名为RoleAni,最后逐个添加动作倒入我们的动画文件ani吧分别为die和walk,好了保存为RoleAni.plist 这时候plist就大功告成了,最后我们在程序中去调用吧
[cpp]
CCSpriteFrameCache *frameCache = CCSpriteFrameCache::sharedSpriteFrameCache();
frameCache->addSpriteFramesWithFile("PackSpr.plist");
 // Purge previously loaded animation
CCAnimationCache::purgeSharedAnimationCache();
CCAnimationCache *animCache = CCAnimationCache::sharedAnimationCache();
 // Add an animation to the Cache
animCache->addAnimationsWithFile("RoleAni.plist");
CCSize winSize = CCDirector::sharedDirector()->getWinSize();
CCAnimation *die = animCache->animationByName("die");
die->setRestoreOriginalFrame(true);
CCAnimate *animdie = CCAnimate::create(die);
CCSequence *seqdie = (CCSequence*)CCSequence::create(animdie, NULL);
CCSprite *sprdie = CCSprite::create();
CCSpriteFrame *framedie = frameCache->spriteFrameByName("role_10.bmp");
sprdie->setDisplayFrame(framedie);
sprdie->setPosition(ccp(winSize.width/2-100, winSize.height/2));
sprdie->setScale(0.5);
addChild(sprdie);
 // run the animation
sprdie->runAction(seqdie);
CCAnimation *walk = animCache->animationByName("walk");
walk->setRestoreOriginalFrame(true);
CCAnimate *animwalk = CCAnimate::create(walk);
CCSequence *seqwalk = (CCSequence*)CCSequence::create(animwalk, NULL);
CCSprite *sprwalk = CCSprite::create();
CCSpriteFrame *framewalk = frameCache->spriteFrameByName("role_1.bmp");
sprwalk->setDisplayFrame(framewalk);
sprwalk->setPosition(ccp(winSize.width/2, winSize.height/2));
addChild(sprwalk);
 // run the animation
sprwalk->runAction(seqwalk);
CCSpriteFrameCache *frameCache = CCSpriteFrameCache::sharedSpriteFrameCache();
frameCache->addSpriteFramesWithFile("PackSpr.plist");
 // Purge previously loaded animation
CCAnimationCache::purgeSharedAnimationCache();
CCAnimationCache *animCache = CCAnimationCache::sharedAnimationCache();
 // Add an animation to the Cache
animCache->addAnimationsWithFile("RoleAni.plist");
CCSize winSize = CCDirector::sharedDirector()->getWinSize();
CCAnimation *die = animCache->animationByName("die");
die->setRestoreOriginalFrame(true);
CCAnimate *animdie = CCAnimate::create(die);
CCSequence *seqdie = (CCSequence*)CCSequence::create(animdie, NULL);
CCSprite *sprdie = CCSprite::create();
CCSpriteFrame *framedie = frameCache->spriteFrameByName("role_10.bmp");
sprdie->setDisplayFrame(framedie);
sprdie->setPosition(ccp(winSize.width/2-100, winSize.height/2));
sprdie->setScale(0.5);
addChild(sprdie);
 // run the animation
sprdie->runAction(seqdie);
CCAnimation *walk = animCache->animationByName("walk");
walk->setRestoreOriginalFrame(true);
CCAnimate *animwalk = CCAnimate::create(walk);
CCSequence *seqwalk = (CCSequence*)CCSequence::create(animwalk, NULL);
CCSprite *sprwalk = CCSprite::create();
CCSpriteFrame *framewalk = frameCache->spriteFrameByName("role_1.bmp");
sprwalk->setDisplayFrame(framewalk);
sprwalk->setPosition(ccp(winSize.width/2, winSize.height/2));
addChild(sprwalk);
 // run the animation
sprwalk->runAction(seqwalk);